/*
 *  Copyright (c) 2013.
 *  * 游戏服务器核心代码编写人陈磊拥有使用权
 *  * 联系方式：E-mail:13638363871@163.com ;qq:502959937
 *  * 个人博客主页：http://my.oschina.net/chenleijava
 */

package com.dc.gameserver.serverCore.model.gamemodel;

/**
 * Created by 石头哥哥 on 13-12-10.
 * 境界model
 */
public class StateModel implements Model {

    private Integer ID=0;   //境界唯一区分编号
    private Integer smallStateID=0;//小境界编号
    private Integer bigStateID=0;//大境界编号
    private Integer blood=0; //境界基础气血值
    private Integer magic=0;  //境界基础法力值
    private Integer sheild=0; //境界基础法术盾
    private Integer attack=0; //境界基础攻击值
    private Integer defence=0; //境界基础防御值
    private Integer soul=0; //境界基础神识值

    private Integer baseminMomentum=0; // 基础气势值下限
    private Integer basemaxMomentum=0; // 基础气势值上限
    private Integer roleSualRecovery=0; //境界基础神识恢复速度
    private Integer rolerecoverymagic=0;//境界基础法力值恢复速度

    private Integer FangreduceMagic=0;  //使用防牌消耗的法力值
    private Integer Fangrecoverysheild=0;  //使用防牌增加的法术盾

    private Integer spiritRequired=0;//小境界提升需求


    public Integer getSpiritRequired() {
        return spiritRequired;
    }

    public void setSpiritRequired(Integer spiritRequired) {
        this.spiritRequired = spiritRequired;
    }

    public Integer getSoul() {
        return soul;
    }

    public void setSoul(Integer soul) {
        this.soul = soul;
    }
    public Integer getFangrecoverysheild() {
        return Fangrecoverysheild;
    }

    public void setFangrecoverysheild(Integer fangrecoverysheild) {
        Fangrecoverysheild = fangrecoverysheild;
    }

    public Integer getFangreduceMagic() {
        return FangreduceMagic;
    }

    public void setFangreduceMagic(Integer fangreduceMagic) {
        FangreduceMagic = fangreduceMagic;
    }

    public Integer getBaseminMomentum() {
        return baseminMomentum;
    }

    public void setBaseminMomentum(Integer baseminMomentum) {
        this.baseminMomentum = baseminMomentum;
    }

    public Integer getBasemaxMomentum() {
        return basemaxMomentum;
    }

    public void setBasemaxMomentum(Integer basemaxMomentum) {
        this.basemaxMomentum = basemaxMomentum;
    }


    public Integer getRolerecoverymagic() {
        return rolerecoverymagic;
    }

    public void setRolerecoverymagic(Integer rolerecoverymagic) {
        this.rolerecoverymagic = rolerecoverymagic;
    }

    public Integer getRoleSualRecovery() {
        return roleSualRecovery;
    }

    public void setRoleSualRecovery(Integer roleSualRecovery) {
        this.roleSualRecovery = roleSualRecovery;
    }

    public Integer getSmallStateID() {
        return smallStateID;
    }

    public void setSmallStateID(Integer smallStateID) {
        this.smallStateID = smallStateID;
    }

    public Integer getBigStateID() {
        return bigStateID;
    }

    public void setBigStateID(Integer bigStateID) {
        this.bigStateID = bigStateID;
    }

    public Integer getBlood() {
        return blood;
    }

    public void setBlood(Integer blood) {
        this.blood = blood;
    }

    public Integer getMagic() {
        return magic;
    }

    public void setMagic(Integer magic) {
        this.magic = magic;
    }

    public Integer getSheild() {
        return sheild;
    }

    public void setSheild(Integer sheild) {
        this.sheild = sheild;
    }

    public Integer getAttack() {
        return attack;
    }

    public void setAttack(Integer attack) {
        this.attack = attack;
    }

    public Integer getDefence() {
        return defence;
    }

    public void setDefence(Integer defence) {
        this.defence = defence;
    }





    public void setID(Integer ID) {
        this.ID = ID;
    }

    @Override
    public Integer getId() {
        return ID;
    }
}
